fear spells bg3 wiki guide150px

Fear

Level 3 Illusion Spell

Project an image so frightening it makes targets drop their weapons and become Fearful. They will be easier to hit and cannot move.

If the target ends their turn where they can't see you, they can make another Saving Throw to shake off their fear.

fear spells bg3 wiki guide64px 2 turns

turn icon bg3 wiki 48px1 turn

radius icon action bg3 wiki 48px9m con icon baldursgate3 wiki guide 48pxWIS Save icon concentration bg3 wiki guideConcentration

 action icon baldursgate3 wiki guide 25pxAction spell slot icon baldursgate3 wiki guide 25pxLevel 3 Spell Slot  

Fear is a Spell in Baldur's Gate 3. Fear is a Lvl 3 Spell from the Illusion school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.

Fear Information

  • Description: Project an image so frightening it makes targets drop their weapons and become Fearful. They will be easier to hit and cannot move. If the target ends their turn where they can't see you, they can make another Saving Throw to shake off their fear.
  • Level: Lvl 3 spell
  • School: Illusion School
  • Casting Time: action icon baldursgate3 wiki guide 25pxAction
  • Range: range icon baldursgate3 wiki guide 25pxSelf radius icon action bg3 wiki 48px9m (Cone)
  • Requires Concentration: Yes
  • Saving Throw: Wisdom

How to Acquire Fear

Fear Tips & Notes

  • Notes & Tips go here

 

 
Lvl 3 Spells
Animate Dead  ♦  Beacon of Hope  ♦  Bestow curse  ♦  Blinding Smite  ♦  Blink  ♦  Call Lightning  ♦  Celestial Haste  ♦  Conjure Barrage  ♦  Counterspell  ♦  Crusader's Mantle  ♦  Daylight  ♦  Elemental Weapon  ♦  Feign Death  ♦  Fireball  ♦  Fly  ♦  Gaseous Form  ♦  Glyph of Warding  ♦  Grant Flight  ♦  Haste  ♦  Hunger of Hadar  ♦  Hypnotic Pattern  ♦  Lightning Arrow  ♦  Lightning Bolt  ♦  Mass Healing Word  ♦  Paralyzing Ray  ♦  Plant Growth  ♦  Protection from Energy  ♦  Remove Curse  ♦  Revivify  ♦  Scorching Ray Shot  ♦  Sleet Storm  ♦  Slow  ♦  Speak with Dead  ♦  Spirit Guardians  ♦  Stinking Cloud  ♦  Vampiric Touch

 




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    • Anonymous

      Forces a Pactbound weapon to be dropped, even if you are immune to disarm, and you cannot rebind it in combat.

      • Anonymous

        Some targets for some undisclosed reason cannot be targeted.
        But very strong spell.
        I'm a Ranger bard.
        Ring I got from djinn in act 3 let's me cast illusion/enchant as bonus action after hitting weapon. Perfect. All my spells including this are.
        +
        Helmet of acuity. Uncommon helmet that should be Legendary. Probably not because it's bonus only effects certain builds the game devs may not have anticipated.
        Every weapon hit gives +2Arcane acuity... +1dc and spell atk per point... Max... 7...
        I'm a Ranger bard. I can make 4 attacks a turn with flourish, or arrow of many targets...
        Frequently get dcs of 100% success and can cast Fear. Hold person. Command. Hidious laughter... With bonus action...
        Or.
        To really rub it in...
        Save the spellslot.
        Vicious mockery.
        ... better than handcrossbow to be sure.

        This is op as ****

        • Anonymous

          Add this to the list of spells that have been inexplicably nerfed down to two turns from the tabletop's ten. Divine Favor had the exact same thing happen. Is this intentional, and just Larian being weirdos, or was it an oversight or something?

          Just picking random, innocuous spells from the spell list and giving them 1/5 the duration is absolutely bizarre.

          • Anonymous

            Does 'drop everything' actually mean everything? Weapons, armor, items?
            It would be very disappointing if it doesn't actually mean dropping everything.

            • Anonymous

              Love this spell to bits. Super useful for a passive run where you want NPC weapons without knocking them out. Combo it with Disguise Self, and the Run Spell, and you are the ultimate "Look bro! You dropped it! Finders keepers!" build.

              • Anonymous

                The other anon was right, this spell description is very misleading. The description says specifically that the enemy CANNOT move, and yet they actually can, this means that they can simply just look away. (i checked a 5e site and it says there that the creature must move away from the caster, so I guess that's why). I hope someone adds that in the note section here.

                • Anonymous

                  Can someone update like all of these spells with
                  - area and shape of effect
                  - targeting rules
                  - upscaling

                  i'd do some of them myself but i'm not sure where to find the information. That's why I'm here! I _think_ this is a cone and doesn't upscale?

                  • Anonymous

                    this doesn't actually stop enemies from moving like the description says. they run away and have the "fearful" debuff

                    • Anonymous

                      Why the hell did you take this from necromancy...so many stupid changes in this game with godawful descriptions.

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